The MDA Game Framework

Cue
What do first, second, and third pass mean?

Notes
MDA stands for Mechanics, Dynamics, and Aesthetics
A designer creates a game, a player consumes it
MDA breaks games into 3 components, rules, system, “fun”
The design counterparts for them are mechanics, dynamics, and aesthetics
Mechanics are the components of the game, like data and algorithms
Dynamics are the behavior of the mechanics with the player inputs affecting outputs
Aesthetics are the desirable emotional response from the player.
Games are more like artifacts than media, the content of the game is it’s behavior, not the media that streams out of it towards the player.
Designers see mechanics first, and aesthetics last, while players see aesthetics first and mechanics last.
Games invoke different types of fun/aesthetics
Feedback loops are very important, since they show how a cycle in the game works, and how invested players are feeling by the end of it.
Mechanics are actions and behaviors players have access to. EX: In a shooter, the mechanics are weapons, ammunition, and spawn points, which make dynamics like camping and sniping.
Passes are sort of like more complicated systems in the game (Although I don’t really understand it.)

Summary

MDA breaks games into their 3 components, Mechanics, Dynamics, and Aesthetics. Aesthetics are the emotional response the game should invoke. Dynamics is the behavior of the mechanics affecting other factors and way things interact with each other. Mechanics are the tools the player has access to, like jumping and running in a platformer.

Unity Notes

  1. In the inspector window, you can find coardinates. X and Z are flat, and y is vertical position.
  2. By making an object inside another object in the sample scene area, you can make a parent and kid object.
  3. The tools are view, move, rotate, scale, rect, transform, and edit bounding volume.